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Topic: Clashes over Channeling?
Started by: John Kim
Started on: 11/7/2005
Board: Actual Play


On 11/7/2005 at 9:58pm, John Kim wrote:
Clashes over Channeling?


OK, this is picking up from Channeling and GNS at Ron's request.  I'd like to discuss the overlap of conflicts -- having GNS Nar/Sim conflict within a game as well as channeling-vs-drama conflict. 

Now, accepted wisdom previously has been that channeling/immersion is not a signal for GNS Simulationism.  For example, Vincent had his thread on Sacrificing Character Integrity - a Rant -- although there were some like Ralph who disagreed with him.  I also discussed being true to character in a thread I labelled Anti-my-guy Syndrome

So I'd like to bring up my own experiences with such overlaps, and I'd also like to query other people's experiences.  Has anyone seen a correlation between GNS Nar/Sim and channeling-vs-drama? 

--------------------

I'd like to go over another example of channeling-vs-drama clash, which happened in the "Immortal Tales" campaign, which I played jointly with Chris Lehrich, Mark Kobrak, and David Covin.  The campaign was nominally using Theatrix, but largely systemless.  The characters were all immortal beings of different sorts in something close to the real world.  Each session was set at a different time in history between 1100 A.D. and the present.  The campaign had a unifying wrap-around story:  The four immortals had met in the house of Odysseus (a PC) in 1994.  There they exchanged stories about their past.  So each session was an episode where one PC was absent -- and that character's player acts as GM while the who the other PCs tell the story to his character.

I have some more details, in particular on the PCs on my web page, Immortal Tales.  My PC was Harkel, a Norse man with a Dragon inside him, who could be an unpleasant sort. 

So in one episode, Chris was acting as GM.  The adventure was set in Gahara, India in 1844.  We had run afoul of some members of the Ismaili cult.  We had started to see some signs going on when Pyutz was captured.  Harkel and Lemminkainen found tracks leading away, and he had written a symbol for "trap" in the ground along the way. 

At this point, I as Harkel balked at going to the rescue.  From his point of view, Pyutz was tougher than either him or Lemminkainen, and these people had taken him out.  I said that he wanted instead to threaten them remotely.  I couldn't see him being willing to go be a hero in that manner. 

However, this caused quite a conflict between me, Chris as GM, and Lemminkainen's player David.  In-game, what happened was that Lemminkainen tried to rescue him on his own shapeshifted, but failed.  Harkel started a fire among the cult, but then I eventually compromised to a degree as Chris had a bunch of guys who were friends of Pyutz head out to go rescue him.  Still, at the end, I think Chris, David, and Mark were all annoyed at me to varying degrees. 

--------------------

Maybe Chris would disagree with me, but I believe this was a Creative Agenda clash.  The others wanted there to be a fixed Theme, but I wanted to answer the question differently.  In other words, I was Narrativist clashing with GNS Simulationist path for story. 

For me, this has been a fairly common pattern.  I generally push to follow the character wherever it leads.  However, I know that experiences differ.  How does this compare to other people's experiences of similar clashes? 

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On 11/9/2005 at 7:24pm, Joshua BishopRoby wrote:
Re: Clashes over Channeling?

Abandon what you figure your character would do in order to make the character do what the other players at the table want him to do?

While you certainly were 'channeling' in that you wanted to remain true to what you supposed your character would do, I don't know if the other players were really after 'drama' in such a way that was antithetical to your approach.  As I see it, they were not after a dramatic scene and you weren't so much as they were after a different kind of dramatic scene than you were.  The entire party could have stayed put and talked about courage and cowardice and honor and friendship and whatever, and you still could have generated a dramatic situation.  The badguys could have come to you instead of the other way around and created a dramatic situation.  That the other players wanted to go to them and create that dramatic situation does not to me suggest that they were 'going for theme' while you were 'going for character'.  After all, it's perfectly feasible that it was in-line with their character concepts to go and be heroic, and they were channeling just as much as you were.  It's just that their particular character-agendas and their particular player-preferences were different than yours.

If anything, I'd say the real problem was the other players invalidating your channeling since it was immaterial to their goals.  From my (brief and uninformed) reading, much of the situation could have been resolved by Lemminkainen's player (not character) giving you some screen time and perhaps interaction with his character in order to address the differences in character viewpoints, rather than skipping ahead to the infiltration/battle scene.  Of course, this is the 'problem' with channeling, that the player can get so involved with the character that they do not step back and address the social inter-player issues at the table.  Lemminkainen's player may have been just as eager to get to the battle as Lemminkainen was, when he could have reduced the inter-player tension by letting that scene happen a little later in order to allow you some space.

To illustrate from my own experiences, of which I know the details far better, in our Riverworld campaign, my wife was playing a stubborn turn-of-the-century frontierswoman (whose name I forget) while my brother was playing Teddy Roosevelt.  We were playing in GURPS; the fronteirswoman had the Stubborn disadvantage and Teddy had the Glory Hound disadvantage, which my brother played to the hilt.  However, the mistake that my brother made was that, in addition to playing his character as a my-way-or-the-highway Glory Hound in Teddy's interactions with other characters in the game (which would be fine), he also let that "bleed over" and interacted with his fellow players in a similar manner (which was not).  My wife tried to play her character and remain true to her nature, but allowed for inter-player discussion and negotiation in terms of scene framing and pacing -- which only works if the other players are willing to allow for that, as well.  My brother ended up taking advantage of the concessions my wife put forward, rather heedlessly taking any advantage he could in order to forward his character's agenda.  My wife concluded more than once that her character was not important to the game, and all she was supposed to do was follow along and hit people in combat.

Channeling and immersion are great, but conflicts between channeled characters are inevitable, and you must have some way of ensuring that conflicts between characters do not become conflicts between players.  Systemic support for this has been lacking in most published gamebooks.  Any game that assumes both (a) players will channel/immerse/stay true to their characters and (b) characters will work together seamlessly is making an incorrect and rather common assumption.  Note that by no means am I saying that there needs to be ways to make the characters agree in-game -- I think Capes does an awesome job of bringing such inter-character conflicts to the fore and making them the focus of the game.  Similarly, any group of Dogs is just a timebomb waiting for inter-Dog conflict, and the system makes that conflict exactly the same as the rest of the game -- a matter of taking moral stances.  Moreover, Dog's system allows for that conflict to take place, get resolved, and then keep going with more juicy moral goodness (flavored by that inter-player conflict).

In the end, I don't see this as a conflict between the channeling technique and any specific agenda so much as a conflict between player goals.  Moreover, this difference in goals only becomes a conflict when players try to make their goals the exclusive focus of play for the whole table.  The conflict can be avoided with a little more foresight, cooperation, and negotiation.  (If you think such meta-concerns are antithetical to channeling in general, well, that's a different subject entirely, and my prognosis is that you're SoL.)

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On 11/10/2005 at 8:48am, Wormwood wrote:
RE: Re: Clashes over Channeling?

John,

I suspect that Channeling is more prone to clash than most techniques. Since clash essentially happens when the shared content of play cannot be made to meet everyone's goals, Channeling a character is a very definite goal which is very difficult to share in terms of resulting play. In more precise terms, the Channeling view of a single character is very unlikely for multiple players to adopt. What then matters is what additional goals are brought into play. Either the Channeler needs additional goals to accept when the Channeling goal won't be met (i.e. when changing a Channeled action) or the other players must adopt goals which permit them to include some portion of that view.

This is of course assuming the simplest therapeutic view point, namely that shared goals in terms of play content leads to a successful game. More complex approaches could be taken where the intersection of player views is empty (e.g. when all but one player is Channeling, and that last player is competitively learning the procedure for causing multiple Channelers to feed of each other's decisions (and has some skill in this).) Usually in this case one or more players bridge the different views, even though no single view need contain portions from all other views.

The most reasonable approximation of narrativism in terms of general play content is that of a cultural content, focused on moral and ethical decisions. In that context I would expect to see overt awareness of other player's moral or ethical stances. You didn't include any content like that, so I suspect that's not something you retained strongly from the session. From that alone I would deduce that it is unlikely that you were playing from a cultural perspective, and it is likely that your predominant view was declarative with a topic matter of your character. As a perhaps inaccurate simplification, you appear most interested in what your character would do next, rather than why he would and why the other characters would or would not.

It is important to remember that clash can occur within CAs, as well as between them.

  - Mendel Schmiedekamp

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On 11/10/2005 at 6:11pm, John Kim wrote:
RE: Re: Clashes over Channeling?


Joshua wrote:
In the end, I don't see this as a conflict between the channeling technique and any specific agenda so much as a conflict between player goals.  Moreover, this difference in goals only becomes a conflict when players try to make their goals the exclusive focus of play for the whole table.  The conflict can be avoided with a little more foresight, cooperation, and negotiation.  (If you think such meta-concerns are antithetical to channeling in general, well, that's a different subject entirely, and my prognosis is that you're SoL.)


I think I agree.  I'm saying that there is not a conflict between the channeling technique and GNS Sim agenda -- or GNS Nar agenda.  As far as I can see, these are independent and uncorrelated clashes. 

Joshua wrote:
To illustrate from my own experiences, of which I know the details far better, in our Riverworld campaign, my wife was playing a stubborn turn-of-the-century frontierswoman (whose name I forget) while my brother was playing Teddy Roosevelt.  We were playing in GURPS; the fronteirswoman had the Stubborn disadvantage and Teddy had the Glory Hound disadvantage, which my brother played to the hilt.  However, the mistake that my brother made was that, in addition to playing his character as a my-way-or-the-highway Glory Hound in Teddy's interactions with other characters in the game (which would be fine), he also let that "bleed over" and interacted with his fellow players in a similar manner (which was not).  My wife tried to play her character and remain true to her nature, but allowed for inter-player discussion and negotiation in terms of scene framing and pacing -- which only works if the other players are willing to allow for that, as well.  My brother ended up taking advantage of the concessions my wife put forward, rather heedlessly taking any advantage he could in order to forward his character's agenda.  My wife concluded more than once that her character was not important to the game, and all she was supposed to do was follow along and hit people in combat.

Channeling and immersion are great, but conflicts between channeled characters are inevitable, and you must have some way of ensuring that conflicts between characters do not become conflicts between players. 


Interesting.  In my experience, channeling tends to reduce bleedover of conflicts from characters to players.  That is, for players who are channeling will more generally accept that their actions and actions of other players are not out-of-game.  I discussed some examples of this in an earlier thread, Anti-my-guy Syndrome.  In the Ripper campaign, I and another more immersive player had our characters at each other throats.  The curious thing was that we were fine with it, but a less immersive player was shocked and upset with us (more me) for this fighting. 

Now there are two things: (1) our experience with channeling might differ; (2) we might differ on what behaviors we're calling channeling. 

I'm curious what sort of concessions your wife offered, and how your brother heedlessly took advantage of them.  Were they clearly out-of-character concessions? 

Joshua wrote:
Systemic support for this has been lacking in most published gamebooks.  Any game that assumes both (a) players will channel/immerse/stay true to their characters and (b) characters will work together seamlessly is making an incorrect and rather common assumption.


My experience is that most games that assume seamless cooperation are more Gamist in their focus, and don't consider immersion.  On the other hand, there are many games which in principle expect inter-PC conflict, but still don't provide good support for how to handle that conflict. 

Joshua wrote:
From my (brief and uninformed) reading, much of the situation could have been resolved by Lemminkainen's player (not character) giving you some screen time and perhaps interaction with his character in order to address the differences in character viewpoints, rather than skipping ahead to the infiltration/battle scene.  Of course, this is the 'problem' with channeling, that the player can get so involved with the character that they do not step back and address the social inter-player issues at the table.  Lemminkainen's player may have been just as eager to get to the battle as Lemminkainen was, when he could have reduced the inter-player tension by letting that scene happen a little later in order to allow you some space.


Well, I can't know for sure, but I don't see that as a solution.  We did compromise over this -- Pyutz was rescued, and Harkel got his screen time doing a bit of his own thing.  However, neither side was satisfied with the compromise, presumably because it seriously undercut what we were playing for.  You're also interpreting David (Lemminkainen's) player as channeling, and I saw no sign of that.  From what I saw, David was perfectly willing to change his character's actions from out-of-game cues or negotiation with the GM.  My clash with him was that he felt I was ruining the story -- i.e. failing to validate the pre-determined Theme. 

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On 11/10/2005 at 7:45pm, Joshua BishopRoby wrote:
RE: Re: Clashes over Channeling?

John wrote: I'm curious what sort of concessions your wife offered, and how your brother heedlessly took advantage of them.  Were they clearly out-of-character concessions?


I can't recall them in detail, but they were framed in "We can have the characters do this instead" terms, rather than "We can do this instead" terms, so I'd say rather OOC.  They were also offered after game-time narrative was very explicitly stopped and discussion was purely player-to-player around the table.  My brother would agree with the concessions, have the character do the proposed  course of action, and then turn the results towards the goal he wanted in the first place.  He rather patently did not recognize anyone else's claim to screen time or story-significance, or thought that they had to "fight" for it just as he was in order to deserve it.  Which works great in Capes, but not so much in games not designed for this strive-for-spotlight impulse.

You say that your compromise "seriously undercut what we were playing for" but you also seem to think that different players were playing for different things from the start (unless I'm reading this wrong).  How did a scene involving Harkel doing his own thing undercut what Lemmensomethinorother's player was after?

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On 11/11/2005 at 8:43pm, John Kim wrote:
RE: Re: Clashes over Channeling?


Joshua wrote:
John wrote: I'm curious what sort of concessions your wife offered, and how your brother heedlessly took advantage of them.  Were they clearly out-of-character concessions?


I can't recall them in detail, but they were framed in "We can have the characters do this instead" terms, rather than "We can do this instead" terms, so I'd say rather OOC.  They were also offered after game-time narrative was very explicitly stopped and discussion was purely player-to-player around the table.  My brother would agree with the concessions, have the character do the proposed  course of action, and then turn the results towards the goal he wanted in the first place.  He rather patently did not recognize anyone else's claim to screen time or story-significance, or thought that they had to "fight" for it just as he was in order to deserve it. 


So as I understand it, he was technically abiding by the OOC agreements, but was still managing to hog the spotlight time.  Is that a fair description?  That does sound like a problem, but I'm not sure how it connects to channeling.  If he was ignoring the OOC agreements in play, then I could see the relation -- but this seems more like a general case of spotlight hogging.  For example, I have often heard the opposite complaint that channeling players are passive wallflowers who don't engage with situation. 

Just from another point of view, I can suggest problems that I've had or heard of.  The above clash is one, along with the one I mentioned in the Anti-My-Guy syndrome thread.  As another example, on rgfa Mary Kuhner discussed where they had a tricky in-game situation, and the GM asked Out-Of-Character what the PCs would do in a certain circumstance and got a bunch of possibilities.  However, when she then actually played it out, she reacted completely differently than any of the possibilities that she had suggested OOC.  Breaking out of game a moment, she apologized but couldn't change her mind on that point. 

Joshua wrote:
You say that your compromise "seriously undercut what we were playing for" but you also seem to think that different players were playing for different things from the start (unless I'm reading this wrong).  How did a scene involving Harkel doing his own thing undercut what Lemmensomethinorother's player was after?


I believe that Lemminkainen's player David wanted the game as a whole to hang together as a thematic story which followed a certain pattern.  My character's doing his own thing completely disrupted the plotline.  His actions, say if he took hostage or killed relatively innocent relations of the Ismailis, would completely muddle how we dealt with rescuing Pyutz.  The story would likely start a cycle of violence which wouldn't have closure at the end of the session, and it would bear little resemblance to a heroic narrative. 

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On 11/11/2005 at 10:22pm, Joshua BishopRoby wrote:
RE: Re: Clashes over Channeling?

John wrote: So as I understand it, he was technically abiding by the OOC agreements, but was still managing to hog the spotlight time.  Is that a fair description?  That does sound like a problem, but I'm not sure how it connects to channeling.  If he was ignoring the OOC agreements in play, then I could see the relation -- but this seems more like a general case of spotlight hogging.  For example, I have often heard the opposite complaint that channeling players are passive wallflowers who don't engage with situation.


Normally he doesn't do this; it only happened when he was playing a character who also wanted to hog the spotlight time.  As he would later put it, in order to play Teddy Roosevelt "right" he had to engineer such situations.  Which I think was a rather destructive way of doing things.

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On 11/11/2005 at 10:42pm, ewilen wrote:
RE: Re: Clashes over Channeling?

John, I'd like to skip back to an earlier post in this thread.

Wormwood wrote: [...]I would deduce that it is unlikely that you were playing from a cultural perspective, and it is likely that your predominant view was declarative with a topic matter of your character. As a perhaps inaccurate simplification, you appear most interested in what your character would do next, rather than why he would and why the other characters would or would not.

It is important to remember that clash can occur within CAs, as well as between them.

I agree with this analysis, although frankly it's difficult to determine if there's a Sim-Nar clash or an intra-Sim clash without first nailing down Sim.

John, the first question in my mind is, If you were trying to play Nar, what was the Premise? And did you, as a player, connect with that Premise on some level?

It seems to me that you're saying you were grabbing for Nar purely because you refused to be Forced by the other players, and they were going for Sim because they were trying to use Force on you. But while Force is considered antithetical to Nar, I don't know if it's definitional of Sim. The glossary defines Force as "control over characters' thematically-significant decisions", but I believe I've seen that glossed as "control over characters' CA-relevant decisions". If that gloss is accepted, then this conflict could be seen as intra-Sim. You were going for Sim(Exploration of Character) and the other players were going for Sim(Exploration of Situation).

What do you think?

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On 11/13/2005 at 10:23pm, Marco wrote:
RE: Re: Clashes over Channeling?

John wrote:
Maybe Chris would disagree with me, but I believe this was a Creative Agenda clash.  The others wanted there to be a fixed Theme, but I wanted to answer the question differently.  In other words, I was Narrativist clashing with GNS Simulationist path for story. 

For me, this has been a fairly common pattern.  I generally push to follow the character wherever it leads.  However, I know that experiences differ.  How does this compare to other people's experiences of similar clashes? 


I have to say that I don't necessiarily see N vs. S there. I'm not sure that the other players, by thinking it would be cool to mount a rescue, would be in some way anti-Nar: it would simply be their answer to the premise question (whatever that question was).

Nowhere is it written that I, as a player, will enjoy gaming with someone else's solution to a problem simply because it is an address of Premise. If one player's addressing premise leads to unsatisfying play (as deemed by the other players) it is simply an intra-Nar clash. I have often questioned how one knows that CA-Clashes are more meaningful or relevant to satisfying gaming than technique clashes.

-Marco

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On 11/14/2005 at 5:02pm, Mike Holmes wrote:
RE: Re: Clashes over Channeling?

Marco wrote:
I have often questioned how one knows that CA-Clashes are more meaningful or relevant to satisfying gaming than technique clashes.
And we've as often answered that we don't. Just because you have a drug to cure a disease that doesn't cure another disease doesn't make that drug any less important. Nobody says that GNS clashes are the most meaningful, just important from what we've seen.

Mike

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On 11/15/2005 at 12:28am, John Kim wrote:
RE: Re: Clashes over Channeling?


OK, this is curious.  So Elliot suggests that this is an intra-Simulationist clash -- while Marco suggests that this is an intra-Narrativist clash.  I suspect all three of these (i.e. my seeing N-vs-S, Elliot seeing S-vs-S, Marco seeing N-vs-N) probably say something about our perspectives.  I pondered this issue on my LiveJournal a few weeks ago in a post entitled Me and GNS

ewilen wrote:
John, the first question in my mind is, If you were trying to play Nar, what was the Premise? And did you, as a player, connect with that Premise on some level?

It seems to me that you're saying you were grabbing for Nar purely because you refused to be Forced by the other players, and they were going for Sim because they were trying to use Force on you. But while Force is considered antithetical to Nar, I don't know if it's definitional of Sim. The glossary defines Force as "control over characters' thematically-significant decisions", but I believe I've seen that glossed as "control over characters' CA-relevant decisions". If that gloss is accepted, then this conflict could be seen as intra-Sim. You were going for Sim(Exploration of Character) and the other players were going for Sim(Exploration of Situation).


First of all, I don't like the idea of reducing to a single sound-bite Premise.  There were a variety of issues involved here.  But the core of Harkel's tension, which I connected with, was about the tension over forming attachments to people versus forming attachments only to abstract ideals.  This could be phrased as a question like "Is it worthwhile to care about people, if everyone dies in the end anyway?" 

As an immortal, I conceived of Harkel as someone who had of necessity detached himself.  He survived by detaching himself from people and instead only caring about immortal ideals -- particularly culture. 

Marco wrote:
I have to say that I don't necessiarily see N vs. S there. I'm not sure that the other players, by thinking it would be cool to mount a rescue, would be in some way anti-Nar: it would simply be their answer to the premise question (whatever that question was).

Nowhere is it written that I, as a player, will enjoy gaming with someone else's solution to a problem simply because it is an address of Premise. If one player's addressing premise leads to unsatisfying play (as deemed by the other players) it is simply an intra-Nar clash. I have often questioned how one knows that CA-Clashes are more meaningful or relevant to satisfying gaming than technique clashes.


Well, hold on.  Your first statement is misleading.  The fact that David wanted Lemminkainen to mount a rescue is irrelevant.  I had no problem with his character attempting to mount a rescue.  The problem was that David objected to my answer.  The key is your latter point, which I disagree with.  Narrativism inherently requires the participants to be open to any answer to the Premise.  If the GM (or any other player) objects and blocks based on what my answer to the Premise is, then Narrativism itself is being blocked. 

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On 11/15/2005 at 4:42am, ewilen wrote:
RE: Re: Clashes over Channeling?

Okay, so to put it crudely, Harkel was facing the question "Is it worth it to form attachments to people?", you yourself perceived this as an interesting question for him to face, and you felt the answer would provide functional play either way. Sounds like you were grabbing for Nar; I retract my earlier suspicion. (The summary in your initial post sounded more like a tactical disagreement, or an analytical disagreement over characterization, than a moral issue.)

It looks like other players wanted a specific scenario to develop so they blocked your choice. They weren't interested in the moral question, so they weren't grabbing for Nar at that moment. If what they wanted to do was "play out a dramatic rescue" then I'd still guess that in GNS terms they were trying for Sim(exploration of situation).

I'm satisfied that channeling per se doesn't conflict with Nar per se. I think we still might reasonably ask if channeling can contribute to clashes either among channelers or between channelers and non-channelers at the player level (inter-character conflict can be perfectly functional, as you say).

Also, if we agree that channeling all by itself neither facilitates nor prevents a particular CA-focus, some people's experiences of overreliance on channeling without concern for focusing techniques could explain why channeling sometimes gets blamed for incoherence.

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On 11/15/2005 at 3:58pm, Marco wrote:
RE: Re: Clashes over Channeling?

John wrote:
Well, hold on.  Your first statement is misleading.  The fact that David wanted Lemminkainen to mount a rescue is irrelevant.  I had no problem with his character attempting to mount a rescue.  The problem was that David objected to my answer.  The key is your latter point, which I disagree with.  Narrativism inherently requires the participants to be open to any answer to the Premise.  If the GM (or any other player) objects and blocks based on what my answer to the Premise is, then Narrativism itself is being blocked. 

I may have a confused idea of what happened--but this was my interpertation:
1. No one hijacked your character--the GM didn't take control of your PC and run him as an NPC (Force).
2. David didn't like your stance--but didn't break the systemic limits by taking over your character and running your PC as an NPC (Force).

If there wasn't actual force then I don't think it's fair to say that your answer was blocked. I mean, people calling a time-out to the game to talk about things or even leaving the table is not the same as blocking your answer, IMO. Certainly people being annoyed by your answer or the GM scrambling to come up with something to keep everyone from having a bad time are possible occurrences under any CA.

Furthermore I can't see playing in a game where I would be expected to withhold objection to a variety of "letigimate" answers to a premise-question: assuming my objection doesn't take the form of force, a convention that I not-object would, in and of itself, block me (that is, assuming the convention rendered my PC effectively an NPC for purposes of taking objecting actions or stances).

-Marco

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On 11/15/2005 at 4:10pm, Mark Woodhouse wrote:
RE: Re: Clashes over Channeling?

Marco wrote:
If there wasn't actual force then I don't think it's fair to say that your answer was blocked. I mean, people calling a time-out to the game to talk about things or even leaving the table is not the same as blocking your answer, IMO. Certainly people being annoyed by your answer or the GM scrambling to come up with something to keep everyone from having a bad time are possible occurrences under any CA.

Furthermore I can't see playing in a game where I would be expected to withhold objection to a variety of "letigimate" answers to a premise-question: assuming my objection doesn't take the form of force, a convention that I not-object would, in and of itself, block me (that is, assuming the convention rendered my PC effectively an NPC for purposes of taking objecting actions or stances).


Which is why I think channeling is problematic for coherent play. There is less bandwidth for clear communication of "hey, I'm going somewhere with this, this matters to me-the-player" without breaking the fiction. Channeling doesn't only require that I individually have a solid grip on my character and have carefully loaded that character with Agenda-relevant ammo - it also requires that all my fellow players know how not to step on my toes, AND that Not-Stepping-On-My-Toes isn't stepping on their toes. All while immersed in the mindset of a character who has a whole different set of priorities.

It's not impossible to keep play firing on all cylinders consistently under those constraints, but it IS delicate and tricky.

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On 11/15/2005 at 10:35pm, John Kim wrote:
RE: Re: Clashes over Channeling?


Marco wrote:
I mean, people calling a time-out to the game to talk about things or even leaving the table is not the same as blocking your answer, IMO. Certainly people being annoyed by your answer or the GM scrambling to come up with something to keep everyone from having a bad time are possible occurrences under any CA.

Furthermore I can't see playing in a game where I would be expected to withhold objection to a variety of "letigimate" answers to a premise-question: assuming my objection doesn't take the form of force, a convention that I not-object would, in and of itself, block me (that is, assuming the convention rendered my PC effectively an NPC for purposes of taking objecting actions or stances).


Hold on.  I consider that leaving the table or threatening to leave the table is most certainly Force.  I'm not saying that threatening to leave the table can't occur over other, non-GNS differences -- but I don't see a conceptual difference between the GM saying "You have to do X" and a GM saying "If you don't do X, then I walk".  In this case, that's effectively what this came down to.  Play ground to a halt, and the only way that we were able to proceed was by an out-of-character compromise. 

I don't see how a non-objecting convention could possibly render your PC effectively an NPC.  The convention is that you as a player don't try to stop the game over this.  There is nothing preventing your PC from taking action, which isn't the same thing. 

Mark wrote:
Which is why I think channeling is problematic for coherent play. There is less bandwidth for clear communication of "hey, I'm going somewhere with this, this matters to me-the-player" without breaking the fiction. Channeling doesn't only require that I individually have a solid grip on my character and have carefully loaded that character with Agenda-relevant ammo - it also requires that all my fellow players know how not to step on my toes, AND that Not-Stepping-On-My-Toes isn't stepping on their toes. All while immersed in the mindset of a character who has a whole different set of priorities.

It's not impossible to keep play firing on all cylinders consistently under those constraints, but it IS delicate and tricky.


I'd be curious to hear your experiences.  Because the problem here was the opposite.  You describe immersive player being unusually sensitive, such that the danger is other players stepping on their toes.  In the case I describe, I took action which was allowed by the system, but the others then expressed that this action stepped on their toes.  Moreover, they did not have any clear instructions for how not to step on their toes.  In the arguments, the GM argued convincingly that he didn't want to railroad me to making a particular choice, but he could not express concretely what were the allowed limits on my choices.  In contrast, my preference was pretty plain -- let my character do what I felt he should, and react in-character. 

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On 11/16/2005 at 3:40am, Marco wrote:
RE: Re: Clashes over Channeling?

John wrote:
Hold on.  I consider that leaving the table or threatening to leave the table is most certainly Force.  I'm not saying that threatening to leave the table can't occur over other, non-GNS differences -- but I don't see a conceptual difference between the GM saying "You have to do X" and a GM saying "If you don't do X, then I walk".  In this case, that's effectively what this came down to.  Play ground to a halt, and the only way that we were able to proceed was by an out-of-character compromise. 

I don't see how a non-objecting convention could possibly render your PC effectively an NPC.  The convention is that you as a player don't try to stop the game over this.  There is nothing preventing your PC from taking action, which isn't the same thing. 


I don't think that's Force. I agree that it's forceful. It's pressure. But I don't think it's capital-F Force.

Firstly, in the extreme case (but one, I will note, has happenend in Actual Play) if player-A is downright morally offended by player-B's answer to the premise question I don't think it's anti-Nar (and therfore Force) to say "Woah. No. We're not going there--or at least I'm not!"). This is a more extreme case than yours but I think it's relevant. I don't think it's a reasonable expectation for anyone to be "open to any answer to the premise question a person might come up with--to the extent that they are obligated to continue play if the game ceases to be fun."

Secondly, unless we can identify what, directly was responsible for both sets of actions I'm not sure we have a stronger case for Sim-vs-Nar than Sim-vs-Sim or Nar-vs-Nar. You cited a desire for story as being the objection--and did not succinctly state the Premise. Both of these are, IMO, fair (I would rarely state the "premise" of any of my play if one even exists--and then, usually only in retrospect as a lit-crit exercise).

However, in cases where I relate to the other players, I have simply been disappointed by someone's course of action. I want high-energy action--they want cautious pragmatism. Neither of these concerns exist on the CA level (nor do even more basic wants such as party cohesion or a game infused with a sense of heroism). If Chris had said "Look, John, this isn't how my story is supposed to go" or David had said "John, clearly we're supposed to go on the rescue--what's wrong with you?" then I think I'd be swayed. An appeal to a pre-generated story with required courses of action sounds like Sim to me.

But if it's just a general sense of "man, we can't get a good satisfying dynamic going here" then I don't think it can be easily categorized as a CA-level conflict.

-Marco

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On 11/16/2005 at 5:46am, John Kim wrote:
RE: Re: Clashes over Channeling?


Marco wrote:
Firstly, in the extreme case (but one, I will note, has happenend in Actual Play) if player-A is downright morally offended by player-B's answer to the premise question I don't think it's anti-Nar (and therfore Force) to say "Woah. No. We're not going there--or at least I'm not!"). This is a more extreme case than yours but I think it's relevant. I don't think it's a reasonable expectation for anyone to be "open to any answer to the premise question a person might come up with--to the extent that they are obligated to continue play if the game ceases to be fun."


Obviously, people should do whatever they are comfortable with and find fun.  However, there is also no requirement that whatever the players find fun has to be Narrativism.  If the players don't enjoy addressing Premise, then they shouldn't do it.  But failing to address Premise or blocking other players' address of Premise means that the game is not Narrativist.  For example, suppose we're playing a game of Little Fears, and the way the story is going touches off a nerve of one player about his real-life family history.  He asks that we calls off the game and wrap it up in an abstract, non-emotionally-intense way which avoids the touchy issues that the game had been hitting.  That's absolutely the right choice.  However, it also wasn't Narrativist. 

Narrativism inherently requires that you be open to whatever answer to Premise the players have.  You can set limits on this -- but the more limits you set on what answers are acceptable, the more you are interfering with Narrativism. 

Marco wrote:
However, in cases where I relate to the other players, I have simply been disappointed by someone's course of action. I want high-energy action--they want cautious pragmatism. Neither of these concerns exist on the CA level (nor do even more basic wants such as party cohesion or a game infused with a sense of heroism). If Chris had said "Look, John, this isn't how my story is supposed to go" or David had said "John, clearly we're supposed to go on the rescue--what's wrong with you?" then I think I'd be swayed. An appeal to a pre-generated story with required courses of action sounds like Sim to me.

But if it's just a general sense of "man, we can't get a good satisfying dynamic going here" then I don't think it can be easily categorized as a CA-level conflict.


I certainly couldn't quote exact words of the discussion after many years, but my opinion is that it was an appeal to pre-generated story/theme.  That's why I suggested that it was Nar-vs-Sim.  Specifically, it was not an appeal to, say, heroic action.  In other episodes, it was perfectly fine for Harkel to act like an unheroic jerk if that is what the plot called for.  But here, the feeling I got was that I was in trouble because I was messing up the prepared story. 

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On 11/16/2005 at 6:14am, Marco wrote:
RE: Re: Clashes over Channeling?

John wrote:
Obviously, people should do whatever they are comfortable with and find fun.  However, there is also no requirement that whatever the players find fun has to be Narrativism.  If the players don't enjoy addressing Premise, then they shouldn't do it.  But failing to address Premise or blocking other players' address of Premise means that the game is not Narrativist.  For example, suppose we're playing a game of Little Fears, and the way the story is going touches off a nerve of one player about his real-life family history.  He asks that we calls off the game and wrap it up in an abstract, non-emotionally-intense way which avoids the touchy issues that the game had been hitting.  That's absolutely the right choice.  However, it also wasn't Narrativist. 

Narrativism inherently requires that you be open to whatever answer to Premise the players have.  You can set limits on this -- but the more limits you set on what answers are acceptable, the more you are interfering with Narrativism. 

Well, the play isn't *any* CA since the game stops (or effectively stops) once the hot-button has been pressed. That same limit exists for Sim or Gamism too. More prosaically, any game I play will have a built-in threshold wherein if the other players don't hold my interest for a long enough time I'm going to quit.

This doesn't make me "anti-CA" it just makes me anti-boredom. I don't see how Nar is inherently any freer in that regard. If the issue is Player-A not being engaged by Player-B's play then it seems a flat issue across CA and every technique, for that matter.

Marco wrote:
I certainly couldn't quote exact words of the discussion after many years, but my opinion is that it was an appeal to pre-generated story/theme.  That's why I suggested that it was Nar-vs-Sim.  Specifically, it was not an appeal to, say, heroic action.  In other episodes, it was perfectly fine for Harkel to act like an unheroic jerk if that is what the plot called for.  But here, the feeling I got was that I was in trouble because I was messing up the prepared story. 

Okay--this I can buy. I'd just used heroism as a generic example but if the issue was prepared-story vs. enjoyable-story then, yeah, Sim (I think it definitonally has to be). But a simple "desire for story" or a "desire for entertaining story" or even "desire to keep playing in a domain where the GM is able to function" is not the same thing as "requirement for prepared story."

When I (and this is a rare occassion, unfortunately) have played with an inexperienced GM, I have usually done what I can to facilitate them within my own comfort zone. This means that I'll usually check with them prior to taking actions I think might surprise them.

The reason for this is straightforward: no matter how committed a traditional GM is to *any* CA there (and this echoes my point above) is usually a limit on what they are able to process. If a situation is suddenly shown to be paradoxical, for example and it's a mistake on the GM's part, if the GM gets flustered or embarrassed or whatever, the game'll stop or slow down ... or maybe just suck.

Again, this across any agenda of play: once the guy is stuck the experience suffers. So if I were playing with a group and I saw another player doing something that was flustering the GM I--and I felt it was an intentional push-pull powerstruggle (i.e. the player knew his actions were upsetting the GM, degrading the game experience for the rest of the group, and still wouldn't back off) I might be annoyed by that as well. That wouldn't be because I wanted a specific CA (say I want gamist D&D, the other guy wants gamist D&D, the GM is ready and willing to do gamist D&D but the play has mutated for some reason to where the GM is fumbling, looking in books, and generally unsure how to handle things*)--the experience, again, suffers. In that case it might look awfully similar to what you saw and not be a CA clash per-se.

-Marco
* the case that comes to mind is one where a fellow player decided to kill a friendly NPC who was important to the developing action for no easily discernable reason, throwing the neophyte GM into chaos. While the player clearly *had* his reasons, I do not think they were CA related and while I, as a GM, could've recovered from that, the guy running the game couldn't. The player wasn't being a pure asshole--but he certainly saw he was having a disruptive effect on the game everyone was playing in and didn't care. I wasn't happy with that as a fellow player--and the GM felt ambushed--but, again, I wouldn't chalk that up to CA. I think that was a pretty gamist venue all around.

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On 11/16/2005 at 7:33am, John Kim wrote:
RE: Re: Clashes over Channeling?


Marco wrote:
John wrote:
For example, suppose we're playing a game of Little Fears, and the way the story is going touches off a nerve of one player about his real-life family history.  He asks that we calls off the game and wrap it up in an abstract, non-emotionally-intense way which avoids the touchy issues that the game had been hitting.  That's absolutely the right choice.  However, it also wasn't Narrativist. 

Well, the play isn't *any* CA since the game stops (or effectively stops) once the hot-button has been pressed. That same limit exists for Sim or Gamism too. More prosaically, any game I play will have a built-in threshold wherein if the other players don't hold my interest for a long enough time I'm going to quit.

This doesn't make me "anti-CA" it just makes me anti-boredom. I don't see how Nar is inherently any freer in that regard. If the issue is Player-A not being engaged by Player-B's play then it seems a flat issue across CA and every technique, for that matter.


Wait a moment.  I'm not claiming that Narrativism is any freer in this regard.  It is the same for any Creative Agenda.  If David is not engaged by my address of Premise, then that is anti-Narrativist.  By the same token, if David was not engaged by my stepping up to challenge, then that would be anti-Gamist.  Not being engaged by what is the basis of the Creative Agenda is inherently a problem for that CA.  It doesn't matter what the game shifts to after that point, it is striking directly at the CA. 

Suppose in my example, I specified that in the Little Fears game, what we did was say "OK, this creepy atmosphere is a little too close to home.  Let's step back from that and instead just play out the fights and see if we can beat the monsters."  The point is that since the player objects, we backed off from Narrativism and shifted to Gamism.  Whether we simply quit the game or shift to Gamism is irrelevant, the point is that we have backed off from address of Premise. 

Marco wrote:
John wrote:
I certainly couldn't quote exact words of the discussion after many years, but my opinion is that it was an appeal to pre-generated story/theme.  That's why I suggested that it was Nar-vs-Sim.  Specifically, it was not an appeal to, say, heroic action.  In other episodes, it was perfectly fine for Harkel to act like an unheroic jerk if that is what the plot called for.  But here, the feeling I got was that I was in trouble because I was messing up the prepared story. 

Okay--this I can buy. I'd just used heroism as a generic example but if the issue was prepared-story vs. enjoyable-story then, yeah, Sim (I think it definitonally has to be). But a simple "desire for story" or a "desire for entertaining story" or even "desire to keep playing in a domain where the GM is able to function" is not the same thing as "requirement for prepared story."

When I (and this is a rare occassion, unfortunately) have played with an inexperienced GM, I have usually done what I can to facilitate them within my own comfort zone. This means that I'll usually check with them prior to taking actions I think might surprise them.

The reason for this is straightforward: no matter how committed a traditional GM is to *any* CA there (and this echoes my point above) is usually a limit on what they are able to process.


Right.  Let me back up a moment and cover my point again.  I see this as a case of a clash of channeling-vs-drama which is also a clash of GNS Sim-vs-Nar.  However, I am also saying that these two are not correlated as far as I can see.  I think that channeling is not a reliable indicator of Narrativism in general -- that's a coincidence of this example,  in my opinion. 

Unless someone has reason to show otherwise, I'm suggesting that incompatibilities between channelers and non-channelers are uncorrelated to CA.  I agree that you could equally well have a clash of channeling-vs-drama when all of the players are Narrativist.  You brought up a good example of channeling-vs-drama (or at least "in-character-action vs storyline") in a campaign which you say was Gamist all around. 

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On 11/16/2005 at 5:59pm, Marco wrote:
RE: Re: Clashes over Channeling?

I can buy the above. I agree that I don't see a real connection between drama/channeling and Nar/Sim. I think the mass of annecdotal evidence is more related to technique-level problems where immersion (to a lot of people) looks like Sim (Jay, IMO). Whether there's a real corelation of not statistically is really hard to know since that kind of data, so far as I know, doesn't exist.

-Marco

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On 11/16/2005 at 6:13pm, Mike Holmes wrote:
RE: Re: Clashes over Channeling?

Well, no, no hard data exists. But I'd say that a correlation exists, if I had to guess. Though I'd also say that it's probably mostly just traditional. That is, I don't think there's an

a priori
reason for he correllation, just how people have played in the past for the most part.

Mike

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On 11/17/2005 at 4:42am, John Kim wrote:
RE: Re: Clashes over Channeling?


Mike wrote:
Well, no, no hard data exists. But I'd say that a correlation exists, if I had to guess. Though I'd also say that it's probably mostly just traditional. That is, I don't think there's an a priori reason for the correllation, just how people have played in the past for the most part.


I'm not expecting scientific proof, just comparing differing experience.  So what direction do you think the correlation goes in?  Can you describe experiences of yours suggest that correlation?  Were there any other common factors? 

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On 11/17/2005 at 4:01pm, Mike Holmes wrote:
RE: Re: Clashes over Channeling?

The corellation is that players who want channeling also seem to want simulationism. My experience with this stems from, first, my own play goals with these things matching - I played very sim for decades, and channeling was often the sumum bonum of play for me. Second, lots convention play with other folks. Third, lots of annecdotal evidence here. People who self-identify as channelers or "immersionists" also almost always identify with simulationism.

Note that I met few narrativism people, and tried to stay away from the gamism people. So I could probably correlate a lot more activities with sim, too, and it might just be a lack of a good sample of other players (channeling could correlate to all RPG play, actually). But from what I've seen of gamism players, especially, channeling does not strongly correlate. That's not to say that all gamists play pawn stance. But some do, and those who don't chide people who channel as "method-actors" and such. Not all, but large numbers from what I've seen. Most of my experience with narrativism has been, of course, through The Forge, and here there's a bias against channeling. So, again, I see strong anti-correlation there. But, again, I think that's just cultural.

Mike

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On 11/17/2005 at 4:30pm, contracycle wrote:
RE: Re: Clashes over Channeling?

Well, with due recognition of the cargo cult and ther lack of hard data, I agree with Mikes point - I too think there is a correlation, but not a direct or fixed one.  I have experienced channeling/immersion, but it was not the primary point of play - it helps to understand that I used to play a sort of crypto-Gamist sim.

I don't think a CA preference other than sim rules out channeling.  But certainly, I think, the people for whom channeling is the main point of interest are likely to exhibit sim preferences elsewhere.

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On 11/17/2005 at 10:04pm, John Kim wrote:
RE: Re: Clashes over Channeling?


Mike wrote:
The corellation is that players who want channeling also seem to want simulationism. My experience with this stems from, first, my own play goals with these things matching - I played very sim for decades, and channeling was often the sumum bonum of play for me. Second, lots convention play with other folks. Third, lots of annecdotal evidence here. People who self-identify as channelers or "immersionists" also almost always identify with simulationism.

Note that I met few narrativism people, and tried to stay away from the gamism people. So I could probably correlate a lot more activities with sim, too, and it might just be a lack of a good sample of other players (channeling could correlate to all RPG play, actually).


Interesting.  So you say "almost always" here, which sounds stronger than a simple correlation -- but from your description, really it sounds like roleplayers in general almost always identified with Simulationism for you.  So that's not really a correlation.  i.e. If 95% of roleplayers were Sim, and 95% of channelers were Sim, then there was no correlation of Sim with channeling.  The key is those few Narrativists, I would think.  What were they like?  Did you ever meet anyone like me in the game that I describe earlier -- who wanted to follow through on their character's moral choices?  The situation described earlier in this thread is fairly typical of my experience. 

One comment on your observation.  I'd be extremely wary of self-identification, because the terminology has changed radically.  For example, I identified and indeed still identify with the term "Simulationist" -- because it was coined on rgfa to mean something quite different than it has come to mean here. 

I'm trying to understand how I would fit in with the people whom you identify as the people who identified with both immersion and GNS Simulationism.  Because there are several possibilities here.  One is that our experiences are simply quite different -- i.e. the immersionists whom you interacted with were quite different than the immersionists that I did.  But I'm not yet sure this is the case.  Another possibility is that our identifications are different.  I'd be interested to hear more about what immersionists of your experience are like, and how they compare with immersionists of my experience and myself. 

Mike wrote:
Most of my experience with narrativism has been, of course, through The Forge, and here there's a bias against channeling. So, again, I see strong anti-correlation there. But, again, I think that's just cultural.


That's another interesting topic -- that there has been a fair amount of anti-channeling sentiment among posters.  It being cultural is certainly an issue.  Have most of the Narrativist players you've actually played with been Forge posters?  I've been a pretty dedicated Forgite for a while, but only a handful of my Actual Play experiences are with other Forgites. 

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On 11/17/2005 at 10:54pm, Marco wrote:
RE: Re: Clashes over Channeling?

I think the visible connection has to do with people identifying (mis-identifying?) Channeling or Immersion as Sim. That is: most of the conversation I have seen surrounding it conflates the two (Jay). Secondly: it may be very hard to judge a player's preferred CA if they're immersive (I've seen that suggested and can believe it).

-Marco

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On 11/17/2005 at 11:43pm, John Kim wrote:
RE: Re: Clashes over Channeling?

Marco wrote:
I think the visible connection has to do with people identifying (mis-identifying?) Channeling or Immersion as Sim. That is: most of the conversation I have seen surrounding it conflates the two (Jay). Secondly: it may be very hard to judge a player's preferred CA if they're immersive (I've seen that suggested and can believe it).


It is hard to tell whether misidentification is happening, which is why I asked for clarification.  Certainly there are many people on the Forge and elsewhere who will say that immersion is Sim. 

Regarding the latter, I think it can be deceptive.  That is, an immersive may not be able to tell you why they did a particular action except as "that is what my character would do".  However, I think that you shouldn't trust such explanations in the first place.  Many people will talk extensively metagame about how they want to promote "narrative" and "story", but those explanations are deceptive.  The only way to diagnose CA is by what they actually do, not by what they say. 

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On 11/17/2005 at 11:51pm, Marco wrote:
RE: Re: Clashes over Channeling?

John wrote:
The only way to diagnose CA is by what they actually do, not by what they say. 


Agreed--what I'm talking about is:
1. Player self-identifies: "I am playing immersed, it must be Sim."
2. Player examines someone else's play looking for presence of author-stance: I don't see it, must be Sim.
3. Someone says "well, I think it'd be cool to do X but I can't--my character wouldn't do that." and the observer assess: Sim (on the basis of that alone)

That'd be miss-identification based on criteria (i.e. the judgment could still be correct but the criteria are wrong) and it seems that happens ... well, quite a lot. Enough to be a trend, anyway.

-Marco

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